Future DLC Suggestions #5

Post » Fri May 27, 2011 1:56 am

Perhaps a "New Reno" expansion like "Point Lookout." We could travel to and from as we please and it would have it's own quests and some more new acheivements. I liked the Pitt and Mothership Zeta, except that the player is stuck in those locations until the expansion is completed.
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Alba Casas
 
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Post » Fri May 27, 2011 12:43 pm

^ I would love to see Desmond again, lol

he did have like 5 more rivals i believe


I'll second that. I need another pair of those glasses.

Desmond makes a great role model. Even if I did kill him. But then again, he taught me to do that.

I'd love to see a wasteland pet DLC, though this will likely never happen.

How cool would it be to a young cazadore or young fire gecko covering your back? I'd even settle for a little cage you can buy for your house with a creature of your choice.
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sarah taylor
 
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Post » Fri May 27, 2011 5:02 am

Nazi ghouls :teehee:

The product of a last ditch SS "Super Soldaten" experiment.......the project basically manufactured ghouls that were intended to be immune to radiological weapons that were being worked on in a separate project. The test subjects...a elite unit of SS volunteers...were sealed up in containers that placed them in suspended animation while turning them into ghouls. The cylinders also had a secondary feature that could be used to brainwash a less willing "volunteer". Fortunately for the Allies, in the last days of the war US troops stumbled upon the facility they were kept in and captured it before they could be deployed. Not realizing the cylinders contained live ghouls, the facility's contents were brought to the US and placed in deep storage where they were forgotten until a few years before the war....when the Enclave found references to it in DOD files and located the containers and project data and shipped them to a secret black operations lab under a Poseidon Oil facility for study for the Enclave's own projects. During the war, the facility takes a nuke, destroying the surface part of the facility, but leaving the underground labs intact but sealed shut. Unable to escape, the lab staff decides to restart the project and perform the process on themselves. In the course of this they opened some of the containers, letting the Nazi ghouls out, who promptly overpowered the scientists and thier security and took over. Seeing the scientists as useful...and realizing they knew nothing of the outside world having been asleep for over 100 years...they granted thier wish and stuck them in the ghoulification cylinders for a few years. Now ghouls, the scientists had little choice but to make common cause with them and most went back into suspended animation, leaving a few to stand watch and to wake the rest once someone unsealed thier tomb. But 100 years before game time.....the Nazi ghouls on watch were killed when the tunnel they were in collapsed. So the rest slept on.....until the Courier arrives with a small team from either the BoS or Followers (whoever got ED's files) to scav the place. needless to say, they unseal the facility and wake them up. Most of the team is killed, but the Courier and maybe one other member are spared for interrogation......but are rescued at the last minute by Desmond Lockhart, who had learned about the facility in Calvert's files and had come to destroy it, getting there a critical few hours after the Courier. Needless to say, he's furious at the Courier for screwing things up and freeing them and makes it plain that the courier is going to help him undo the damage and stop them. As the Nazi Ghouls begin raiding the area for "recruits" to carry out thier leader's evil scheme of a undead Fourth Reich, Desmond and the Courier have to find a way to stop them.


I don't know why, but the word "radiological" made me laugh.
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Kanaoka
 
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Post » Fri May 27, 2011 1:29 am

Thats one way to do it but Nazi zombies seems a little bit ridiculous,


http://www.imdb.com/title/tt1278340/ :D

Nazis from Space! http://www.imdb.com/title/tt1034314/
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Luis Reyma
 
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Post » Thu May 26, 2011 9:56 pm

Thats one way to do it but Nazi zombies seems a little bit ridiculous, not saying that ridiculous is always bad, but anyways instead of releasing nazi zombies we release Desmonds next rival and like above a few hours before desmond would arive and once agian would be furious with the courier and then employes his help to track down his target, mabey with a few ridiculous curveballs along the way.


These would be ghouls with thier minds intact....not ferals. A unholy alliance of Nazis and Enclave scientists, who were forced by circumstances to revise thier similar ideologies into a new common ideology that Ghouls were the Master Race? and destined to rule the world.....smooth-skins would either be converted or killed. But yes, it is a little bit ridiculous....but no worse than aliens and mutated hillbillies. It would provide a pretext to add German WW2 weapons to the game, not to mention those snappy Hugo Boss uniforms. It would also make for some funny dialogue from the SS General and his sidekick pre-war Enclave scientist when they try to justify thier behavior and recruit the Courier into joining them. The man (now ghoul) in charge of the Poseidon facility could be one of Desmond's enemies, but I was going on the assumption he learned about it from anolyzing Calvert's files and decided this was a pre-war abomination that required special attention before some "stupid f****** wastelander", as Desmond would say, accidentally let them loose on a unsuspecting world.
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Lizbeth Ruiz
 
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Post » Fri May 27, 2011 2:57 am

i agree that area 51 DLC should be made.
-you could have evil aliens that you have a chance to set free (good karma) or kill them (bad karma)
-i guess it could be more like mother ship zeta but with some other enemies preferably malfunctioned robots.
-it would be cool to have holotapes like zeta so you can listen to their experiments.

two story lines I have thought up.

1.
-radio signal emits, "emergency protocol 7, please evacuate area (or something like that)"
-quest sign pops up with objective "follow radio signal" ( yes do exactly the opposite of what the signal says)"
-you investigate the area only to find the legendary brotherhood of steel! surrounding bunker kind of thing (hidden Vally type bunker)
yada yada yada i kind of got bored as i got up to here

2. you find abandoned area 51 and find holotapes to find out what happened only to find a shocking truth ( kind of like vault 11)
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Hearts
 
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Post » Fri May 27, 2011 12:13 pm

Texas hold em with increasing buy ins (like up to 50 or 100k max buy in [min chip amount to play])and no gambling limit to keep playing :)
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David John Hunter
 
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Post » Thu May 26, 2011 10:57 pm

^ I would love to see Desmond again, lol

he did have like 5 more rivals i believe

lol yeah
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Shelby McDonald
 
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Post » Fri May 27, 2011 10:10 am

One I would like is partnering with someone to fix up and re-open the Bison Steve. And I mean really fixed up, no more piles of rubble and holes in floors, it would look nice like the Strip casinos and the Lucky 38. You could even hire friendly NPCs....like Carlitos/Joana, the Vault 34 survivors, the female slaves at the Fort after you kill Caesar, ect. that you helped out before and can trust to come work for you in it. And the roller coaster gets fixed up too. And you'd get a nice Owner's Suite with windows or even a outdoor patio and decent lighting that isn't dark as a cave.
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Melissa De Thomasis
 
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Post » Thu May 26, 2011 11:56 pm

These would be ghouls with thier minds intact....not ferals. A unholy alliance of Nazis and Enclave scientists, who were forced by circumstances to revise thier similar ideologies into a new common ideology that Ghouls were the Master Race? and destined to rule the world.....smooth-skins would either be converted or killed. But yes, it is a little bit ridiculous....but no worse than aliens and mutated hillbillies. It would provide a pretext to add German WW2 weapons to the game, not to mention those snappy Hugo Boss uniforms. It would also make for some funny dialogue from the SS General and his sidekick pre-war Enclave scientist when they try to justify thier behavior and recruit the Courier into joining them. The man (now ghoul) in charge of the Poseidon facility could be one of Desmond's enemies, but I was going on the assumption he learned about it from anolyzing Calvert's files and decided this was a pre-war abomination that required special attention before some "stupid f****** wastelander", as Desmond would say, accidentally let them loose on a unsuspecting world.


Lots of things wrong with that...

1: the Nazi's where whipped out time line deliverance was after WW2 remember? Enclave are pure human they would never think about helping mutants of anykind. Also they would never think about helping Fascists or Communists. The Enclave is a democracy remember.
2: Ghouls don't exist pre-war, and nobody knows exactly what conditions are needed to turn into a ghoul instead of just getting killed by rad poisoning. All the Ghouls in the West Coast came from one Vault, it had a faulty door so it leaked rads. They founded Necropolis then after the end of FO1 dispersed. No new ghouls can be created, since they are sterile and there isn't any more radiation events like the War to make more if the condition's are right.
3: Pre war enclave was the US government, post war Enclave as of FO2 would have just killed the lot of them as they would have served no use. AS of post FO2 FO3 they don't have the power anymore to do it.
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Manny(BAKE)
 
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Post » Fri May 27, 2011 5:41 am

Lots of things wrong with that...

1: the Nazi's where whipped out time line deliverance was after WW2 remember? Enclave are pure human they would never think about helping mutants of anykind. Also they would never think about helping Fascists or Communists. The Enclave is a democracy remember.


Yes, the Third Reich was destroyed. Yes, the "divergance" started around 1950. But there is a rich history of movies and books about old Nazi experiments coming back to haunt people....why not in Fallout? The US government and later Enclave/Poseidon scientists who inherited this remnant of Nazi Mad Science were not going into it with the intention of helping them....the intention was to try to figure out what the Nazis had been up to and how they did it....and once all useful info had been obtained dump the evidence into a incinerator before the liberals found out about it and started questioning the ethics of using Nazi Mad Science to fight Communism. But the war got in the way, and trapped underground with no help ever coming the scientists saw only one way to survive...by becoming ghouls themselves. And as the Nazis and the Enclave had a quite similar view regarding people who were not part of the "Chosen" group, it probably wouldn't have been all that hard for them to come up with a new ideology based on ghoul supremacy to cope with the fact that thier existing beliefs would label them sub-humans who had to be destroyed.

2: Ghouls don't exist pre-war, and nobody knows exactly what conditions are needed to turn into a ghoul instead of just getting killed by rad poisoning. All the Ghouls in the West Coast came from one Vault, it had a faulty door so it leaked rads. They founded Necropolis then after the end of FO1 dispersed. No new ghouls can be created, since they are sterile and there isn't any more radiation events like the War to make more if the condition's are right.


Just because they didn't generally exist pre-war doesn't mean someone couldn't have stumbled on a way to create them. As the Nazis threw medical ethics and any sense of decency out the window they would be doing the sort of cruel and inhuman things likely to lead to stumbling across a process to manufacture ghouls. Ghouls cannot reproduce sixually, but new ghouls appear all the time. Charon, Crowley, Roy Phillips, and others came to be long after the war....even other ghouls will tell you that pre-war ghouls with intact minds aren't exactly common. And supposedly Desmond is a ghoul by choice.

3: Pre war enclave was the US government, post war Enclave as of FO2 would have just killed the lot of them as they would have served no use. AS of post FO2 FO3 they don't have the power anymore to do it.


To the pre-war government, they were lab-rats to be studied and discarded.....when the surface facility was hit during the War the Enclave made a cursory Battle Damage assessment and then wrote them off entirely. By FO2 the project was completely forgotten by the Enclave, what files on the project they had were in archival storage and hadn't been reviewed in many decades. The paper records were probably used as toilet paper by a EBoS scribe in the 2250's after they moved into the Pentagon. What was sent West on ED was a brief synopsis composing no more than a few pages, the last record of any kind still existing on the project.
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Harry Leon
 
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Post » Thu May 26, 2011 11:14 pm

i wouldn't really want nazi zombies because of CoD......... :glare:
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Lloyd Muldowney
 
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Post » Fri May 27, 2011 1:41 am

I'd like an armor.

Leather variant.
Light.
8 DT
+38% poison resistance.

And.

Pyro Armor
Medium
14 DT
+80% Fire resistance.
+10% Laser resistance.
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Devin Sluis
 
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Post » Fri May 27, 2011 10:26 am

http://fallout.wikia.com/wiki/Skilled trait and Sulik's http://fallout.wikia.com/wiki/Kurisu please.
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Genevieve
 
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Post » Fri May 27, 2011 10:59 am

http://fallout.wikia.com/wiki/Skilled trait and Sulik's http://fallout.wikia.com/wiki/Kurisu please.


I second it :D.
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CYCO JO-NATE
 
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Post » Fri May 27, 2011 4:57 am

Harland as a companion.

Buff the laser pistol by 4 damage.
Buff the Recharger Rifle by 7 damage (And don't have Chet sell it.

Make some fixed spawn locations out in the wasteland be player leveled spawns after we've killed them once.

Add a chem store on the same street as Strip Gate, Kings, Van Graffs and Atomic Wrangler.
The chem store sells dozens of every single chem in the game, even things like Hydra, Turbo, Slasher, Rocket, Ultrajet, etc.
You cannot barter with this NPC.
You have to buy stuff through dialogue, so the only way to buy these chems is with caps.
No "trading in 4 bumper swords" or anything like that.

Khans are badass right?
They're feared right?
At least that's what NPC's tell us.
So why are they so kickass?
Poison!
Have a Khan merchant in Red Rock Canyon sell Tremble, Bleak Venom and Silver Sting.
But their price should be really high, like 300 caps for Tremble, 200 for Silver Sting and 100 for Bleak Venom.
You cannot barter with this NPC.
You have to buy stuff through dialogue, so the only way to buy these poisons is with caps.
No "trading in 4 bumper swords" or anything like that.

Legion should have a merchant in Cottonwood Cove, one that sells tribal items only. (He also sells throwing weapons in large quantities.)


Disadvantages.
This new feature functions like traits, except... You don't get any positive bonuses...
This new feature is for people will low self-control to gimp themselves permanently for that playthrough or for people who wish to roleplay a bit differently.
You can pick any number of disadvantages when the screen for it pops up in Doc Mitchells house, right after the traits menu.
Here are some disadvantages:
  • Bad Health - You get 3 hp per level. (Default is 5)
  • Bad Left Leg - Your left leg is crippled, and will always be crippled, no matter how many hydra, doctors bags or doctor visits you do.
  • Bad Right Arm - (See bad left leg)
  • Bad Torso - Etc
  • Flushed Student - You get 3 less skill points per level. (With INT 1 and this one you would get an incredibly low amount of skill points)
  • Fear Of Snakes - Poisons are trice as effective on you.
  • Junkie Among Junkies - You get twice as bad effects from addictions.
  • A Little Slow - You get half as much experience points as you normally would.
  • Not Exactly The Disco King/Queen - You are crap at dodging critical hits, all enemies get +10 critical chance.
  • Stimpack Resistant - Stimpacks heal half as much as they normally do.
  • Wasteland Slacker - You get -30% running speed. (Imagine this one with Heavy Armor. O_O )
  • Entomophobia - You have a fear of insects, because of it you are not good at protecting yourselves against them. All arthropods deal twice as much damage.
  • Etc

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Heather Dawson
 
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Post » Fri May 27, 2011 10:28 am

I know I'll likely be criticized. But I think we should have something akin to Op:Anch that gives us a window into the Pre-War world. But this will be more like, you find an experimental time travel device, but only like the H.G. Wells/Back to the Future kind. IE, it only travels to the past in that exact spot (So no going from Vegas to London and etc). It lets us experience the Pre-War world to a small extent, Maybe some sort of Pre-War 'fallout proof' suburb, but in the future we know it will fail when the bombs fall. I don't know what kind of quest could be wrapped into it, but in my opinion, it would be a neat idea. :sadvaultboy:
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Chenae Butler
 
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Post » Thu May 26, 2011 11:32 pm

Harland as a companion.

Buff the laser pistol by 4 damage.
Buff the Recharger Rifle by 7 damage (And don't have Chet sell it.

Make some fixed spawn locations out in the wasteland be player leveled spawns after we've killed them once.

Add a chem store on the same street as Strip Gate, Kings, Van Graffs and Atomic Wrangler.
The chem store sells dozens of every single chem in the game, even things like Hydra, Turbo, Slasher, Rocket, Ultrajet, etc.
You cannot barter with this NPC.
You have to buy stuff through dialogue, so the only way to buy these chems is with caps.
No "trading in 4 bumper swords" or anything like that.

Khans are badass right?
They're feared right?
At least that's what NPC's tell us.
So why are they so kickass?
Poison!
Have a Khan merchant in Red Rock Canyon sell Tremble, Bleak Venom and Silver Sting.
But their price should be really high, like 300 caps for Tremble, 200 for Silver Sting and 100 for Bleak Venom.
You cannot barter with this NPC.
You have to buy stuff through dialogue, so the only way to buy these poisons is with caps.
No "trading in 4 bumper swords" or anything like that.

Legion should have a merchant in Cottonwood Cove, one that sells tribal items only. (He also sells throwing weapons in large quantities.)


First why should it matter if a player trades stuff to your suggested merchants?
Second surely the players could just fast travel away and sell at another vendor and come back, which would make it seem just like a tedious game mechanic.
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Samantha Jane Adams
 
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Post » Fri May 27, 2011 11:56 am

First why should it matter if a player trades stuff to your suggested merchants?
Second surely the players could just fast travel away and sell at another vendor and come back, which would make it seem just like a tedious game mechanic.

Because Mr.Fishy has a tendency to suggest things that cause more hassle than fun :laugh:
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Honey Suckle
 
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Post » Fri May 27, 2011 10:23 am

These would be ghouls with thier minds intact....not ferals. A unholy alliance of Nazis and Enclave scientists, who were forced by circumstances to revise thier similar ideologies into a new common ideology that Ghouls were the Master Race? and destined to rule the world.....smooth-skins would either be converted or killed. But yes, it is a little bit ridiculous....but no worse than aliens and mutated hillbillies. It would provide a pretext to add German WW2 weapons to the game, not to mention those snappy Hugo Boss uniforms. It would also make for some funny dialogue from the SS General and his sidekick pre-war Enclave scientist when they try to justify thier behavior and recruit the Courier into joining them. The man (now ghoul) in charge of the Poseidon facility could be one of Desmond's enemies, but I was going on the assumption he learned about it from anolyzing Calvert's files and decided this was a pre-war abomination that required special attention before some "stupid f****** wastelander", as Desmond would say, accidentally let them loose on a unsuspecting world.


Alright I do like alot now that the gouls are not feral but The Nazi Part just... dosent seem fallout. Another thing is having desmonds rival being a ghoul is ok, but i want to see another way people preseved themselves.
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Nims
 
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Post » Thu May 26, 2011 11:34 pm

First why should it matter if a player trades stuff to your suggested merchants?
Second surely the players could just fast travel away and sell at another vendor and come back, which would make it seem just like a tedious game mechanic.

Cause caps are crap.
Legion money is crap.
NCR money is crap.
All money is crap!
This would be a way to buy stuff with caps instead of trading in items.
If you wish to travel to another merchant to trade items for caps and come back then feel free to do so.
I just think that more NPC's in the game should refuse to trade and only accept caps up front.

Now I know, I know, "Why don't you just use caps instead of trading items then?".
I dunno, bad self control I guess.
But my point still stands, more merchants in the game should accept caps/denarius/NCRapmoney only.

===========================================================================

You know that window by the final quest?
The one that says "You've reached the point of no return".

Yeah, how about making it so players can't click the Yes/No thing for 30 seconds when it pops up, and make it bigger and in red text.
Why?
Cause tons of people seems to not read it and then get pissed off because the game ends.
If that pop-up comes up like this they are more likely to read it since they can't click it away.
And if they read it, they'll figure out "Okay, so if I click "yes" then I won't be able to go back."
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Amy Gibson
 
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Post » Fri May 27, 2011 7:21 am

Yes, the Third Reich was destroyed. Yes, the "divergance" started around 1950. But there is a rich history of movies and books about old Nazi experiments coming back to haunt people....why not in Fallout?



Because it would probably be cliche, campy, uninteresting, and would be far too outlandish in the North American FO universe since the ideal locations for such things would be either Germany, North Africa, Antarctica, or Argentina. The idea of a historically accurate pre-50's facist military faction being introduced to the FO universe in such a direct way is inappropriate with the theme. Besides, having a ghoul faction emulate the Nazis makes as much sense as a proto-Jewish faction emulating them, since the Third Reich systematically exterminated the disabled, handicapped, and physically ill, which Ghouls certainly are (at least as in the eyes of a facist/nationalist system).

I think the closest scenario to the Nazi experiments we're going to get...we already have. A combination of the experiments done by the Master, Vault-Tech, and the Enclave pretty much scream Mengele.


Now, if we strip all talk of Nazis from your idea, I think we're onto something. I would absolutely LOVE to see a legitimate Ghoul faction/city, preferably one with a similar mindset to Roy Phillips in FO3. I think Nipton would be the perfect staging point for a Ghoul faction to come in, take over the town, and possibly become overly ambitious with its eyes set to areas like Primm and Novac.
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kiss my weasel
 
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Post » Fri May 27, 2011 12:46 am

Cause caps are crap.
Legion money is crap.
NCR money is crap.
All money is crap!
This would be a way to buy stuff with caps instead of trading in items.
If you wish to travel to another merchant to trade items for caps and come back then feel free to do so.
I just think that more NPC's in the game should refuse to trade and only accept caps up front.

Now I know, I know, "Why don't you just use caps instead of trading items then?".
I dunno, bad self control I guess.
But my point still stands, more merchants in the game should accept caps/denarius/NCRapmoney only.


I partly agree that there should be merchants specifically for trading in the NCR/Legion currency.

However I'm not sure I really understand the problem with caps?
Basically items=caps (although they are of set values) so why make it so you have to do a bit of a run around?
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Daniel Brown
 
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Post » Fri May 27, 2011 1:27 am

Basically items=caps (although they are of set values) so why make it so you have to do a bit of a run around?

That's what annoys me.
West-coast is becoming more and more civilized, yet they agree to barter stuff like a pair of cave-men?
I mean, if I were to go to EB-Games with a diamond ring, I am 99% certain that they would not allow me to trade it in for games equal in value.

I would actually like there to be a separate trading screen for bartering items.
So that if I come with a plasma grenade, I can't sell it for caps, at anyone, I can only trade it for something of equal value.
(Yay for complexity (I would want it even more complex than this but I'm tired and don't have the time to write an essay of what I "really" want, and even then that wouldn't be able to implement in a simple DLC))
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dell
 
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Post » Fri May 27, 2011 7:00 am

That's what annoys me.
West-coast is becoming more and more civilized, yet they agree to barter stuff like a pair of cave-men?
I mean, if I were to go to EB-Games with a diamond ring, I am 99% certain that they would not allow me to trade it in for games equal in value.

I would actually like there to be a separate trading screen for bartering items.
So that if I come with a plasma grenade, I can't sell it for caps, at anyone, I can only trade it for something of equal value.
(Yay for complexity (I would want it even more complex than this but I'm tired and don't have the time to write an essay of what I "really" want, and even then that wouldn't be able to implement in a simple DLC))


Why not just think of the items being bartered like higher denomination caps as they have a set value. (Although technically I know that the repair of the item does play and so not the best solution.)

I feel that personally I'd like to keep bartering items like normal but the items sold to the merchants of various factions to have an effect on their faction eg:
  • Selling lots of BoS PA to the gun runner allows them to better enhance their own armour and create specific anti PA armour.
  • Or selling Various weapons and armour to the Khans allows them to scavenge the armour and take parts (and restyle it to their colours and symbols) and so for each set of armour or weapon sold to the faction one of their generics would equip it.


Something like that anyhow, needs refining.
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Nicole Mark
 
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